A very nice and straightforward elite team, kudos to GW for releasing it for free. Really curious to see how this Intercession team will do against Vet Guard, Novitiates and Harlies.
No disrespect to you sir but GW's main concern is getting people to buy space marines, so these free rules encourages that; in case someone didn't already own a SM army. I'm a positive person usually but when it comes to Politics or GW, I always suspect the worst.
I know you don't like it being *another* Imperial team in a row, but with the prevalence of Space Marines generally, having a good (and free rules) entry point into Kill Team that uses them is great for the long term health of the game.
I think taking the -1 crit damage pays overall better value... and Stealthy... this combo is nuts, and not immobile at all... you just move to cover... but retaining 2 normals and reducing that crit in slot of cases back to a normal... is just godly
I think the traits are fun. I can build and run "Space Wolves" casually (Aggressive for "exploding 6s" and maybe dueller to discourage the charge?) and then I can run the "meta" choices for more serious games. My real hope though is that with phobos armor updates and intercessor updates, that this means a true Deathwatch update is in the cards. Each operative gets their own chapter tactic selections, etc.
Gene-wrought resilience and a hand flamer/power sword on my sargeant will let me bring my Salamanders into Kill Team and actually feel like Salamanders.
While I was initially tempted to run my Intercession Squads as Deathwatch due to hobby laziness, I’m now putting some serious thought into going ahead and running them as Exorcists. Taking both of the “meta” chapter traits makes absolute perfect sense for the in fluff durability of that chapter, so I’d feel happier about that than trying to blag it on other chapters. Good breakdown, btw. 👍🏾
I think going double on Gene-wrought resilience (GWR) is a mistake, as one or the other is often enough. And Stealthy is a good alternative to one, or in some cases, *both* GWR. Here's my thoughts about wound thresholds: 2/3 or 2/4: These weapons aren't likely to be actually used with enough frequency to warrant using GWR over others. 3/4: Lethal, Rending, Auto-crit is now quite common on this profile. Without either GWR, these weapons need to have 2 crits go through to drop the total number of hits to kill from 5 to 4. With Stealthy, you can retain a crit (for each attack), so this effectively achieves the same survivability as going one or both GWR. Sergeants, however will benefit from using both GWR against this profile, though, to bring up the total number of hits to 6! 3/5: The total number of hits to kill drop occurs with only 1 crit, not 2. Stealthy is okay at protecting against this, but using both GWR will protect against 2 crits. 4/5: Without either GWR, these weapons need to have 2 crits go through to drop the total number of hits to kill from 4 to 3. I'm not aware of abilities on this profile making 2 crits common, so Stealthy is good enough to protect against this - however, Stealthy does not protect against kraks. 4/6: Since this is pretty much just a melee profile, Stealthy does not help. Parries can help against 2 crits, so only one GWR is really necessary to protect against the drop of total number of hits to kill from 4 to 3. 5:6: Unyielding and Durability do not help against this, except for Sergeant if both are used. Stealthy is better hands-down for this profile, imo. 5/7: Without either GWR, these weapons need to have 2 crits go through to drop the total number of hits to kill from 3 to 2. I'm not aware of abilities on this profile making 2 crits common (except in melee), so Stealthy is good enough to protect against this at ranged - however, Stealthy does not protect against melee, in which case parrying is decent enough to keep 2 crits from going through. Stealthy is better hands-down for this profile, imo. 6/3(MW4): Stealthy never helps and using GWR never helps except only on non-sergeant in case of 2 crits.
I liked the flexibility and choices of the Phobos team, but I think I like this even better. It would be nice I'd they gave the other SM and CSM operatives the extra wounds, too.
Thanks for the great summary! I would like to know your thoughts on running a stalker bolt rifle on the Gunner. Since the primary weapon the Gunner uses is the grenades, the stalker bolt rifle could be used situationally for overwatch where it has the baked in -1 to target’s defence. I’m thinking that if the Gunner is in good position and has targets, he shoots twice (one grenade, one bolt shot) and uses a dash to get behind cover. I can appreciate that the stalker limits his movement, but I’ve found playing with a move, shoot grenade, dash to cover, has helped keep the compendium gunner alive longer. Especially since he’s targeted early and often. Thanks again for the awesome content!
Thanks! Nah, the heavy trait is still too much of a downside imo. You always want to be moving up with your marines. Plus limits your ability to double fire when possible
Battle scribe already got the update, the team I went with was Int sgt with rifle / power sword, grenadier, gunner, I assault and 2 standard (rifles all round) I was on the fence with the sgt, 5 dice 2+ on the swords hard to pass up. But I figured utility of range / melee was the best bet (as you only have 6 dudes) I also toyed with the idea of dropping a scope to take the auspex and a second combat blade (and bung them on the standard intercessors) again for utility. As usual top review dude.
I was hoping to see at least a couple more specialists, but I cannot complain about what we got here (for free!)... I'm so happy because at least I can finally build the kill team that I always wanted!
Methodical would be good if it basically wasn't invalidated by the strategic ploy. While overwatching on full BS is nice, you'll likely be too dead to get to use it much
Yeah, I'm not so sure either. Sure, 1 wound extra sounds good, but you've got to remember wound happen in chunks. +1 Wound is only an upgrade for cases where the combined total of Wounds you'd take would be exactly 14. I'm no KT expert, but that feels like it wouldn't be relevant very often. The same kind of goes for Durable, though that will probably be relevant a little more often. Taking both does make you a fair bit more tanky, but I don't know if it's worth the opportunity cost...
@@CanYouRollaCrit Are people as strict about proxying in kill team as they are in regular 40k? I assume for tournaments you have to have them exactly as equiped represented on the model?
So Im now in nearing the end of a narrative campaign, my all my members are at lvl3 and all have Shrug off, +2 wounds and are never injured. I belive that using the -1dmg and +1 wound is kind of a waste as damage is definately more useful atm. Now as I play w the ceasless option I have an about 70% chance of rollign a 6 so Ill be going for the no cover and mortal wound traits as they give me more damage and they fit my team more(Imperial Fist kill team so bolters are their thing) I absolutely love the updates and cant wait to try them tommorow
Durable chapter tactic is really strange with some weapons. For example, weapons like flamers that deal 2/2 damage do 2/1 instead, so crits are even less effective than usual hits. Moreover, Shokka pistol of Commando comms boy usually does 1/1 damage and it make him 1/0 with this chapter tactic. Of course, there are also MW2 on shokka pistol, but negating any usual damage from this weapon looks really silly. They should've make a damage limitation, to a minimum of 1 for example, like with other similar abilities.
Thanks! This team comes down to your roster and who you're facing. Generally I'll probably go nomal sarge with auto bolter, grenadier, grenade launcer, then 2 bolt rifle intercessors and a assault intercessor
Was waiting for yours! I think a lot of these are actually good and it depends on what faction you're facing and what play style you want to bring. In a tournament tho you'll probably pick the best ones that are well rounded, since you're locked to 2/3 abilities for your entire roster. I'm super excited for these, they're so thematic and the customization ruels wise I'd better then last ed! Imma miss Heavys and wish this team got more specialist but this is still what I was asking for! Hmm, I dunno if I'd say they're better than Phobos yet. Phobos have less wounds but it's because they stick to cover but you can change orders and shoot through smoke. This team free attack and shoot actions, and abilities like plus 1W and 1 in move are going to make them so crazy though. Guess we'll see. The real problem is figuring out what space marine team I like more 😂
Hello…I know this is a really late comment but would you say that this team is easier/cheaper to collect and build? Speaking as a complete beginner looking to dip their toes into the hobby… Are the models easy to collect by just buying say the GW starter sets?
@@CanYouRollaCrit Thank you for the reply! I really am interested in the hobby, especially the miniature painting aspect of it…but the proper wargaming side seems so expensive😅. Kill team seems a little more affordable I suppose…
Great that this is a free kill team, I am a little annoyed though, Phobos has literally just come out and ANOTHER imperium force has been released with Navy out in a few weeks (month) then phobos before it, 14 wounds with the amount of damage these guys can pump out with free bolter discipline pretty much mows through any model with 7 wounds and a 5 up save, I think legioniares still edge this team out but I`d be interested to see how they compare to something like wyrmblade who have some great tactics for elites. This pretty much pushes blooded down to a low c / d team I dont see how they could beat this team if it was at a competative level
@Can You Roll a Crit? would you honestly rate blooded lower than you did in your last review with the inclusion of this team now? i`ve mained wyrmblade now because they just dont get on the board quick enough and it feels a bit wrong that theres another imperium team out with some amazing stats and equipment that tip the scales further into a high a / s team
Great vid, I think raiders will be good in the killteam dark close confines… and no, RAW it does not let you leave engagement when you charge, just reposition. Still good from my arena experience.
Not that I have a huge problem with it, but it is kinda sad that with all the customizability that Legionaries and Intercessors COULD have, the objectively best option is just to add durability.
2 extra wounds, sergeant with plasma pistol or power sword, shooting or combat 2 times, grenades, chapter habilities... Now, intercessor team are much better than phobos team...
Hair looks fine, but you're a bit shiny today. ;-) I must admit, the sheer tankiness of these guys makes the Phobos look underpowered. I *think* the point has to be that the Phobos have more tricks, and reward more precision, right? But if you're running Phobos, popping Bolter Discipline every turn and basically shooting to win, you'd be mad not to move to Intercession Squad.
Thanks, I'll be cutting it soon 😂 Yeah, Intercessors are just the easier and less complex option imo. Get so many free abilities too. Hopefully Phobos all go up by 1 wound etc
I think -1 Crit dmg is better than +1 wound. I assume you will be crit at least once per game. Which makes them basically even. And then any other crits you take just keep adding value. But I guess to be fair, you said just run both lol.
Agree, plus there are also weapons with leathal 5+. I don't think just flat +1 wound is worth it at all to be honest. Duelist or Stealthy will save you in general more than just 1 wound.
So the grenades (1x Frag 1x Krak) are free of EP cost, and limited, so no others can be taken, but how does the Auxiliary Grenade launcher work? I assume it's not limited, as it doesn't say so in it's profile, so can you fire it every round, in addition to the grenadiers grenades?
I think this is a great team to introduce new players to the game - low cognitive load & wont break the bank like Wyrmblade will. The fact that it got released for free is fantastic. While Unyeilding & Durable are great, I personally like Hardy & Stealthy - I feel like they help mitigate more damage rather than soak it.
Yeah, great for new players too. Kinda, after playing Legionary Tzeentch and switching to Nurgle, I just find overall durablity better and more reliable than just trying to mitigate damage more
When reviewing Equipment did you mean to say Intercessor Sgt instead of Assault Intercessor Sgt? I don't see myself stacking 60% of the EP allotment into a unit with range limitation with its shooting.
I actually don't think that taking both Unyielding and Durable is that good. In Kill Team wounds themselves don't matter - what matters is how many hits it takes to bring an operative down. And for both 3 and 4 damage weapons, the most common type in the game, it doesn't matter whether you have 14 or 15 wounds, it'll still be 5/4 hits respectively. The same goes for 5 and 6 damage weapons. It basically matters only against 2-damage weapons, and... c'mon, do you care about lasguns and flamers? While there are still situations where an extra wound will be useful, the situations are quite specific (get hit by one Plasma shot, and then you'll survive one more bolter shot. That sort of thing). I would much rather take Rapid plus Durable.
Considering horde is the meta for top teams, yeah I do. 5/6 weapons are usually AP1 or 2 so you're relying on their ability to miss. While an extra inch of movement is nice, I only seeing it shine on the CC focused Arena 2.0 games Durability is what makes Nurgle Legionary the best for that faction as I mentioned
@@CanYouRollaCrit Nurgle buffs are much better than just +1 wound though. -1 normal damage allows to survive a whole extra 3, 4, or 6 damage shot, which is huge, and autocrit save dramatically reduces the chances of it not working. Even against hordes, lasguns aren't the problem, all their special weapons are, and even they can have plenty of 3-4 damage weapons. And even against 2-damage weapons, it's going from 7 to 8 hits, which is about a 14% durability increase. A good number, but not that good even not considering that it doesn't work against other weapons. For a durability buff to be good it has to be... well, good. And I don't think that jump from 14 to 15 wounds is good enough to not consider alternatives.
Considering it stacks on your leader too, it's great. And even stuff like vet guard only have 4 weapons that go above the 2/3 damage threshold. Forces more commitment to get a kill vs an intercessor. For Arena 2.0 games, I could see not going +1 wound there. But as that'll be far more melee focussed, I can't see it losing power their either
@@antongrigoryev6381 I’d looked at that too, but more thematically. I’d love to see the harlequins faces when I charge them and parry the crap out of them 😜😂
Feels like Phobos and Blooded were designed for Into The Dark, rather than current season. So whilst this new KT will be better now, Phobos will be better when into the dark comes out
I’d describe this KT as higher floor, whilst Phobos are higher ceiling. Personally I’d take the +1W and +1” movement, but appreciate additional durability is better as you need to play a more conservative game with elite teams. Also think the kill more Tac op is really good, in that an assault sergeant will rack up 4+ kills against a horde team (charge, fight and shoot for two turns will kill 4 vet guard for example). I’d also prefer the auto bolt rifles on standard guys cause of ceaseless against hordier teams. Devastator doctrine gives you a free reroll per shoot action for 1CP, plus rerolling 1s, you’re getting a minimum of 3 hits per shoot action and you can shoot twice. The standard bolt rifle would have the equip you listed, that way better chance of getting the P1. My team would be: Assault sergeant - chain sword & plasma & purity seal Assault intercessor grenadier Intercessor gunner - bolt rifle, scope & blessed bolts 3x Intercessor warrior - auto bolt rifle
@@CanYouRollaCrit Phobos feel more suited for stealth/close quarters, with mine/explosive option and interrupt shooting way better for that environment. Just my take lol.